The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
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4.2.5 Displacement shading<br />
<strong>The</strong> graphics state maintains a current displacement shader. Displacement shaders are procedures<br />
that can be used to modify geometry before the lighting stage.<br />
<strong>The</strong> <strong>RenderMan</strong> <strong>Interface</strong> includes one standard displacement shader: ”bumpy”. <strong>The</strong> definition<br />
of this displacement shader is given in Appendix A, Standard <strong>RenderMan</strong> <strong>Interface</strong><br />
Shaders. <strong>The</strong> parameters controlling this displacement is given in Table 4.9.<br />
RiDisplacement ( RtToken shadername, ...parameterlist...)<br />
Set the current displacement shader to the named shader. shadername is the name of a<br />
displacement shader.<br />
If a particular implementation does not support the Displacements capability, displacement<br />
shaders can only change the normal vectors to generate bump mapping,<br />
and the surface geometry itself is not modified (see Displacement Shaders).<br />
RIB BINDING<br />
Displacement shadername ...parameterlist...<br />
EXAMPLE<br />
RiDisplacement (”displaceit”, RI NULL);<br />
SEE ALSO<br />
RiDeformation, RiMakeBump, RiSurface<br />
Surface Name Parameter Type Default Description<br />
bumpy amplitude float 1.0 Bump scaling factor<br />
texturename string ”” Displacement map name<br />
Table 4.9: Standard Displacement Shader Parameters<br />
4.2.6 Volume shading<br />
<strong>The</strong> graphics state contains a current interior volume shader, a current exterior volume shader,<br />
and a current atmosphere shader. <strong>The</strong>se shaders are used to modify the colors of rays traveling<br />
through volumes in space.<br />
<strong>The</strong> interior and exterior shaders define the material properties on the interior and exterior<br />
volumes adjacent to the surface of a geometric primitive. <strong>The</strong> exterior volume relative<br />
to a surface is the region into which the natural surface normal points; the interior is the<br />
opposite side. Interior and exterior shaders are applied to rays spawned by trace() calls in<br />
a surface shader. Renderers that do not support the optional Ray Tracing capability will<br />
also not support interior and exterior shaders.<br />
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